I'm trying to create a timed fire immunity and levitation potion with air control.

If this is your first visit, be sure to
check out the FAQ by clicking the
link above. You may have to register
before you can post: click the register link above to proceed. To start viewing messages,
select the forum that you want to visit from the selection below.

You can do all three in dromed, but if you want the potion to still look like a potion, it would be better to load the file crytexd.gif from the RES\OBJ.CRF file into something like Paint Shop Pro or IRFanView and change the hue to something else. That file is in the txt16 folder of the OBJ.CRF zip file.

I did the same thing in one of my past missions except I made the immunity permanent. All you need to do is add the FireProof metaproperty to the object 'player' while in game, and then remove it later. I've forgotten how to make a self deleting metaproperty but I could figure it out tonight.

As far as renaming the potion, just edit the C:\Thief2\Strings\English (or whatever language you use) \OBJNAMES.STR file and find the Name_SpeedPotion: "Speed Potion" text. Edit the part in between the quotes to "Burn Resistance Potion" and then save the OBJNAMES.STR file. Remember to include this file in your zip file when you release the mission.

You can do all three in dromed, but if you want the potion to still look like a potion, it would be better to load the file crytexd.gif from the RES\OBJ.CRF file into something like Paint Shop Pro or IRFanView and change the hue to something else. That file is in the txt16 folder of the OBJ.CRF zip file.

I did the same thing in one of my past missions except I made the immunity permanent. All you need to do is add the FireProof metaproperty to the object 'player' while in game, and then remove it later. I've forgotten how to make a self deleting metaproperty but I could figure it out tonight.

As far as renaming the potion, just edit the C:\Thief2\Strings\English (or whatever language you use) \OBJNAMES.STR file and find the Name_SpeedPotion: "Speed Potion" text. Edit the part in between the quotes to "Burn Resistance Potion" and then save the OBJNAMES.STR file. Remember to include this file in your zip file when you release the mission.

Thank you kindly for sharing your knowledge, I appreciate it.

I'm afraid there doesn't appear to be a "FireProof" metaproperty, only a list of vulnerabilities.

Base Friction: 1.00: full air control.
Base Friction: 0.00: no air control (the default.)

Hello. Thank you kindly for your response.

I created a small Room Brush and added -10 Gravity to make Garrett ascend whenever he was within it. I tried adding the "1.00" value to the "Physics > Terrain > Friction" property to the Garrett avatar, but still couldn't control him while airbourne.

Please bear in mind I'm still learning how to use DromEd. Did you mean something else? Thanks.

In T1/G, it just adds and metaprop and sends a message. The metaprop has another script (also mentioned in the link above) which responds to the message. Unfortunately, that script handles both the speed and the timing, so you can't just remove it and add fire invulnerability. I'm fairly sure it can be done with custom scripts, but I'm not sure if its wise to go in to that at this stage in your Dromed life or if it'll be information overload.

In T1/G, it just adds and metaprop and sends a message. The metaprop has another script (also mentioned in the link above) which responds to the message. Unfortunately, that script handles both the speed and the timing, so you can't just remove it and add fire invulnerability. I'm fairly sure it can be done with custom scripts, but I'm not sure if its wise to go in to that at this stage in your Dromed life or if it'll be information overload.

In that case, is it more simple to have an object that adds fire immunity when held by Garrett, but is removed when dropped by Garrett? If so, how would I go about doing that in Thief Gold DromEd?

2. Is it possible to give Garrett air control when levitating in a room with minus gravity? Someone advised me to try adding "1.00 Base Friction" under "Physics -> Model -> Attributes" for Garrett, but no luck. I made a YouTube video just in case I wasn't doing it properly.

Regarding that video:
After you created the room brush and set the gravity you then selected Portalize. That's not necessary step. Portalize handles the terrain and lighting. When changing room brushes, the necessary menu item is Build Rooms Database. But that may not be needed in this case...

When setting the base friction to 1, also set the gravity (in the Attributes property) to 0. Full air control. However, making that change in the object hierarchy makes it permanent. It's possible to have the property assigned dynamically during game when entering a room, and removed when leaving. Sorting out the trigger (and turning it off) can be done at a later date when you're more used to Dromed and the basics of triggering things.

Regarding that video:
After you created the room brush and set the gravity you then selected Portalize. That's not necessary step. Portalize handles the terrain and lighting. When changing room brushes, the necessary menu item is Build Rooms Database. But that may not be needed in this case...

When setting the base friction to 1, also set the gravity (in the Attributes property) to 0. Full air control. However, making that change in the object hierarchy makes it permanent. It's possible to have the property assigned dynamically during game when entering a room, and removed when leaving. Sorting out the trigger (and turning it off) can be done at a later date when you're more used to Dromed and the basics of triggering things.

Hello. Thank you kindly for getting back to me. You've been very helpful.